Compilation
===========

To compile GAME RIPPER, just run `make`. No autoconf, no cmake, no ninja, no whatever, it just works both on Linux and Windows
mingw. It uses no dynamically linked libraries either, mostly stb-style single header libraries used. What's not available as
a header library ([SDL](https://github.com/libsdl-org/SDL) and [libwebp](https://github.com/webmproject/libwebp)), those are
automatically downloaded, configured and compiled statically. On Windows libc also statically compiled in, no need for MSVC
redistributeable DLLs, CSharp DLLs and other messy things that always tend to be broken.

All the assets are inlined too, in "data.h". To regenerate, enter the "src/etc" directory and run `make` there. That will download
the [GNU/unifont](https://www.unifoundry.com/pub/unifont/) with Japanese and Chinese glyph extensions (the font is embedded so that
GAME RIPPER can display Japanese text correctly regardless to the platform, locale and the installed fonts on the system), as well
as the latest version of [unrpyc](https://github.com/CensoredUsername/unrpyc) (Ren'Py script deobfuscation needs it, the RPA
unpacker doesn't).

Translation
-----------

The GAME RIPPER can easily be translated to other languages. Just open `etc/texts.csv` in Excel, GoogleSheets, LibreOffice,
Gnumeric, your favorite IDE with a CSV plugin, whatever, and add a new column to it (uses UTF-8). Then regenerate "data.h" and
recompile (see above, run `make` in "src/etc" and afterwards `make clean all` here in the "src" directory too) and that's all.
